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    Searched refs:lookAt (Results 1 - 8 of 8) sorted by null

  /external/swiftshader/src/Renderer/
Matrix.hpp 104 static Matrix lookAt(const Vector &v);
105 static Matrix lookAt(float x, float y, float z);
Matrix.cpp 384 Matrix Matrix::lookAt(const Vector &v)
398 Matrix Matrix::lookAt(float x, float y, float z)
  /frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/
Transform.java 118 public void lookAt(TriData tri, int w, int h) {
119 mViewMatrix.lookAt(tri, mVoxelDim, w, h);
ViewMatrix.java 292 public void lookAt(TriData tri, float[] voxelDim, int w, int h) {
  /external/vulkan-validation-layers/libs/glm/gtc/
matrix_transform.hpp 38 /// conventions. For example, the lookAt function generates a transform from world
284 GLM_FUNC_DECL detail::tmat4x4<T, P> lookAt(
  /external/v8/benchmarks/
raytrace.js 547 lookAt: null,
552 initialize : function(pos, lookAt, up) {
554 this.lookAt = lookAt;
556 this.equator = lookAt.normalize().cross(this.up);
557 this.screen = Flog.RayTracer.Vector.prototype.add(this.position, this.lookAt);
  /frameworks/native/libs/math/include/math/
mat4.h 288 static CONSTEXPR TMat44 lookAt(const TVec3<A>& eye, const TVec3<B>& center, const TVec3<C>& up);
494 CONSTEXPR TMat44<T> TMat44<T>::lookAt(const TVec3<A>& eye, const TVec3<B>& center, const TVec3<C>& up) {
  /external/vulkan-validation-layers/demos/smoke/
Smoke.cpp 654 const glm::mat4 view = glm::lookAt(camera_.eye_pos, center, up);

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